What will you study on the MA/MSc Creative Technology?
The focus of the programme is making projects. You will be, building, testing, entering hackathons, interacting, brainstorming, prototyping, working with clients on live projects, entering competitions – and having fun. We are always looking for ways of getting students involved in exciting, current projects, including, if possible placements.
What will you gain?
In addition to an in-depth knowledge of this subject, you will also be competent in computer programming, the various methods of completing research, and organising and planning projects. You will also have an understanding of business models, users and audiences, ethics, copyright, intellectual property, and licensing. Students have graduated from the programme to become Creative Technologists, UX consultants, VR entrepreneurs, audio specialists, Lecturers and researchers – and movers and shakers in the Creative Industries.
Working with the Creative Industries (60 credits) - Compulsory
This module will give you the practical insight and understanding of why creative technical projects succeed or fail. More specifically, it will provide the means to orientate and situate your work in relation to a range of industry practices, organisational structures and business processes. You will develop an informed, practical understanding of key business and/or organisational aspects of creative technology. You learn to understand, work and negotiate productively with the different needs and constraints of creative technical work and industry/business practice to gain an appreciation of the economic and organisational implications of rapid change in the creative industries.
Collaborative Projects and Creative Technical Practice (30 credits) - Compulsory
This module aims to give you a theoretical and practical understanding of the skills and tools required to work collaboratively on creative technical projects. You will develop, extend and refine your creative and technical skills within a project and your competencies in the use of specific technologies. You will also be given the opportunity to develop a practical exploration of the advantages and challenges presented by working with creative technologies.
Final Project (60 credits) - Compulsory
The Final Project module enables students to integrate, refine, deepen and extend the skills and knowledge acquired in previous modules on the programme. It will promote and facilitate the development of innovative and experimental project work with creative technologies, and foster the development of an informed, organised and analytical approach to the challenges of creative technical practice.
Directions in Creative Technology and Digital Media (30 credits) - Compulsory
This module provides an introduction to a range of novel techniques and technologies, such as AR, VR, EEG interfaces, eye tracking, locative media and other emerging technologies. You will develop skills in video documentation, presentation and ideation.
You can find more information about this course in the programme specification. Module and programme information is indicative and may be subject to change.